Imperial Knights 7th Edition
Imperial Knights Tactical Summary as of 10-26-16
It is amazing to think Imperial Knights have only been in Warhammer 40k for just over two years. In 2014 Games Workshop had been reeling from poor sales for its games, but the Imperial Knights release started the turn around. To finally have a plastic titan, even a small one like the Imperial Knights in regular Warhammer 40k was monumental. Games Workshop also had to execute this shocking release to perfection and they succeeded. Today Imperial Knights are seen everywhere, an amazing kit and demonstration of just how far Games Workshop’s plastic modeling had come. No competitor has come close to the Imperial Knights achievement.
The Imperial Knights also were a Trojan Horse, bringing Apocalypse units into the game. If you can remember the Escalation Supplement had just came out a few months before, and set the community ablaze. Event organizers and many players refused to allow over-powered units into any game, it was the Imperial Knights which changed peoples minds almost over night. Games Workshop knew once the masses had an Imperial Knights, all opposition would crumble. What also makes Imperial Knights great is the relative balance, they are killable, but powerful, a combo Games Workshop often has a problem doing.
Since 2014, the Imperial Knights has already had two codexes, including lone awaited rules for Renegade Knights. Besides a few bad match-up armies Imperial Knights are capable of winning tons of games just by themselves depending on how they can score objectives. Imperial Knights will never feel like a real army, but for most they are a great plug and play unit into any Chaos or Imperial force. Especially the Renegade Knight, has done wonders for an under powered codex like Chaos Space Marines.
Currently, the Crusader Knights is the go to Knight thanks to the Rapid Fire Gatling Cannon. Still, the basic Knight Paladin isn’t too shabby either. As referenced earlier the Imperial Knights is really about adding needed tools to less than competitive armies or finishing off an already nasty one, either way the Knights are here to stay!
Below you find all the quick reference material you need to build an competitive or fluffy Imperial Knights army.
- Imperial Knights
- Household Detachment
- Oathsworn Detachment
- Foresworn Knight Detachment
- The Grand Convocation Detachment
- Castellans of the Imperium Detachment
As of 02-24-2017 Imperial Knights Detachments are…
- Household Detachment
- Oathsworn Detachment
- Foresworn Knight Detachment
- The Grand Convocation Detachment
- Castellans of the Imperium Detachment
(See tabs for details)
Household Detachment
Force Organization
Compulsory: 3 Lords of War
Optional: 2 Lords of War
Restrictions: All units in this Detachment must have the Imperial Knights Faction.
Command Benefits:
Knight Commander: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Imperial Knights. Furthermore, when fighting in a challenge your Warlord re-rolls failed To Hit rolls.
Lord Baron: If this Detachment is your Primary Detachment, Your Warlord has the Vehicle (Super-heavy Walker, Character) unit type, and can choose to select one item from the Heirlooms of the Knightly Houses list at the points cost shown. Furthermore, add 1 to the Weapon Skill and Ballistic Skill characteristics of your Warlord.
Objective Secured: All units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Source: Codex: Imperial Knights
Oathsworn Detachment
Force Organization
Compulsory: 1 Lord of War
Optional: 2 Lords of War
Restrictions: This Detachment cannot be taken as your Primary Detachment. All units in this Detachment must have the Imperial Knights Faction.
Command Benefits: None.
Source: Codex: Imperial Knights
Foresworn Knight Detachment
Force Organization
Compulsory: 1 Lord of War
Optional: 2 Lords of War
Restrictions: This Detachment cannot be taken as your Primary Detachment. All units in this Detachment must have the Renegade Knights Faction.
Command Benefits:
Fallen Household: If this Detachment contains 3 Renegade Knights, it forms a Fallen Household and all the models have the Preferred Enemy (Imperial Knights) special rule. However, such is the enmity between their former comrades that all Imperial Knights will have Preferred Enemy (Fallen Household) special rule special rule as well.
Source: Imperial Knights: Renegades
The Grand Convocation Detachment
Force Organization
Compulsory: 2 HQ, 4 Troops
Optional: 0-2 HQ, 1+ Troops, 6 Elites, 6 FA, 6 HS, 3 Lord of War
Restrictions: This Detachment must include at least four Troops choices and two HQ choices. It may include up to two more HQ choices and any number of additional Troops choices, as well as up to 6 Elites, 6 Fast Attack and 6 Heavy Support choices, and up to 3 Lord of War choices, in any combination. This Detachment must also include units that have at least two different Factions.
The Grand Convocation Army List divides the units available into several categories, according to their Battlefield Role. You must use the profiles, points costs, equipment, options, special rules and any Dedicated Transports available to each unit as described on their datasheet.
- Belisarius Cawl, Enginseer, Tech-Priest Dominus
- Kataphron Breachers, Kataphron Destroyers, Skitarii Rangers, Skitarii Vanguard
- Corpuscarii Electro-Priests, Fulgurite Electro-Priests, Sicarian Infiltrators, Sicarian Ruststalkers
- Sydonian Dragoons
- Kastellan Robot Maniple, Ironstrider Ballistarii, Onager Dunecrawlers
- Knight Crusader, Knight Errant, Knight Gallant, Knight Paladin, Knight Warden
Command Benefits:
Agents of the Adeptus Mechanicus: All vehicles in this Detachment have the It Will Not Die special rule. In addition, all vehicles in the Detachment that are within 6″ of an HQ choice from this Detachment at the start of the turn have the Power of the Machine Spirit special rule until the start of your next turn.
Chosen of the Omnissiah: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Noospheric Choir: If this Detachment’s Force Organisation Chart contains the maximum number of units (excluding Troops), then all units in the Detachment have the Canticles of the Omnissiah special rule
Source: Gathering Storm Fall of Cadia
Castellans of the Imperium Detachment
Force Organization
Compulsory: 2 HQ, 4 Troops
Optional: 0-2 HQ, 4+ Troops, 6 Elites, 6 FA, 6 HS, 3 Lord of War
Restrictions: This Detachment must include at least four Troops choices and two HQ choices. It may include up to two more HQ choices and any number of additional Troops choices, as well as up to 6 Elites, 6 Fast Attack and 6 Heavy Support choices, and up to 3 Lord of War choices, in any combination. This Detachment must also include units that have at least two different Factions.
The Castellans of the Imperium Army List divides the units available into several categories, according to their Battlefield Role. You must use the profiles, points costs, equipment, options, special rules and any Dedicated Transports available to each unit as described on their datasheet.
- Inquisitor Greyfax, Celestine, Terminator Captain, Commissar,Commissar Yarrick, Company Command Squad, Enginseer (& Servitors), Knight Commander Pask, Lord Commissar, Ministorum Priest, Primaris Psyker, Tank Commander, Canoness, Ecclesiarchy Battle Conclave,Sororitas Command Squad, Uriah Jacobus, Inquisitor Coteaz, Inquisitor Karamazov, Ordo Hereticus Inquisitor, Ordo Malleus Inquisitor, Ordo Xenos Inquisitor, Militarum Tempestus Command Squad, Captain, Chaplain, Chaplain Grimaldus, The Emperor’s Champion, High Marshal Helbrecht, Librarian, Techmarine
- Infantry Platoon, Veterans, Battle Sisters Squad, Militarum Tempestus Scions, Crusader Squad, Scout Squad, Tactical Squad
- Callidus Assassin, Culexus Assassin, Eversor Assassin, Vindicare Assassin, Cataphractii Terminator Squad, Bullgryns, Militarum Tempestus Platoon, Ogryns, Ratlings, Wyrdvane Psykers, Celestian Squad, Repentia Squad, Inquisitorial Henchmen Warband, Centurion Assault Squad, Command Squad, Dreadnoughts, Honour Guard, Ironclad Dreadnoughts, Sternguard Veteran Squad, Terminator Squad, Terminator Assault Squad, Vanguard Veteran Squad, Venerable Dreadnoughts
- Armoured Sentinel Squadron, Hellhound Squadron, Rough Riders, Scout Sentinel Squadron, Vendetta Squadron, Valkyrie Squadron, Dominion Squad, Seraphim Squad, Stormhawk Interceptors, Taurox Prime, Assault Squad, Attack Bike Squad, Bike Squad, Drop Pod, Land Speeder Storm, Land Speeders, Razorback, Rhino, Scout Bike Squad, Stormtalon Gunship
- Contemptor Dreadnought, Basilisk Battery, Deathstrike, Hydra Battery, Leman Russ Squadron, Manticore, Wyvern Battery, Exorcist, Penitent Engine, Retributor Squad, Centurion Devastator Squad, Devastator Squad, Hunters, Land Raider, Land Raider Crusader, Land Raider Redeemer, Predators, Stalkers, Stormraven Gunship, Thunderfire Cannons, Vindicators, Whirlwinds
- Knight Crusader, Knight Errant, Knight Gallant, Knight Paladin, Knight Warden, Baneblade, Banehammer, Banesword, Doomhammer, Hellhammer, Shadowsword, Stormlord, Stormsword
Command Benefits:
Zealous Defenders: All units in this Detachment have the Hatred special rule. However, if this Detachment’s Force Organisation Chart contains the maximum number of units (excluding Troops), then all units in the Detachment have the Zealot special rule instead.
Flock to the Front Line: Each time a Troops unit from this Detachment is completely destroyed, roll a D6. On a 5+, you can immediately place a new unit into Ongoing Reserves that is identical, in terms of the original number of models, weapons and upgrades, to the unit that was just destroyed. This new unit counts as being part of the original Detachment, so roll a D6 as described above if they are subsequently destroyed. Victory points are awarded as normal for new units in this Detachment that have been completely destroyed.
Lord Castellan: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Source: Gathering Storm Fall of Cadia
As of 10-25-2016 Imperial Knights Unique Item groups are…
- Heirloom of the Knightly Houses
(See tabs for details)
Only one of each Heirloom of the Knightly Houses may be chosen per army.
Banner of Macharius Triumphant 10 pts:
All friendly units with the Armies of the Imperium Faction (see Warhammer 40,000: The Rules) within 12? of the bearer of this banner must re-roll failed Morale and Pinning checks and Fear tests.
The Paragon Gauntlet 15 pts:
Range -, Str D, AP 2, Type: Melee, Colossal, Master-crafted, Hurl = If an Imperial Knight fighting with a Thunderstrike Gauntlet destroys an enemy Monstrous Creature or vehicle in the Fight sub-phase, it can choose to hurl it (Gargantuan Creatures, Super-heavy vehicles and buildings cannot be hurled). If a vehicle was destroyed as a result of suffering an Explodes! result on the Vehicle Damage table, resolve any damage before hurling it. Any passengers must make an emergency disembarkation (see Warhammer 40,000: The Rules) before their transport vehicle is hurled. To hurl an enemy model, immediately resolve a shooting attack against an enemy unit within 12” that is not locked in combat using the profile below. A hurled model is removed from the battlefield after the attack has been resolved. Range 12 inches, Str *, AP -, Type: Heavy 1, Large Blast, The Bigger They Are = The Strength of this attack is always equal to the Toughness value of the Monstrous Creature, or half the front Armour Value of the vehicle, being hurled (rounding fractions up).
Sanctuary 15 pts:
Sanctuary counts as an ion shield. In addition, a Knight equipped with Sanctuary has a 6+ invulnerable save against each facing that is not covered by its ion shield. Sanctuary cannot be used to make saving throws against close combat attacks.
Ravager 25 pts:
Range -, Str D, AP 1, Type: Melee, Honour the Fallen = The bearer of Ravager re-rolls failed To Hit rolls of a 1 in close combat.
Helm of the Nameless Warrior 30 pts:
A model wearing the Helm of the Nameless Warrior has the Rampage special rule.
Mark of the Omnissiah 30 pts:
The bearer of the Mark of the Omnissiah has the It Will Not Die special rule.
As of 10-25-16
The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.
Adamantine Lance Formation
Requirements: 3 Knights Paladin or Errants
Restrictions: None.
Special Rules:
Lance, Shield and Sword: As long they are within 3? of another Knight from this formation, Knights from this formation can re-roll failed saves for their ion shields. Furthermore, as long they begin the Assault phase within 3? of another Knight from this formation, Knights from this formation can re-roll their charge distances, and inflict D3 Hammer of Wrath hits when they charge instead of 1.
Source: Sanctus Reach: The Red Waaagh
Exalted Court Formation
Requirements: 5 Imperial Knights (of any type)
Restrictions: None.
Special Rules:
Council of Lords: All models in this Formation have the Vehicle (Super-heavy Walker, Character) unit type, and they can each choose to select from the Heirlooms of the Knightly Houses list at the points cost shown. Furthermore, before deployment, nominate one model in this Formation to be High King or Princeps of the knightly house; add 2 to this model’s Weapon Skill and Ballistic Skill characteristics and add 1 to any invulnerable saving throw this model makes for its ion shield. Add 1 to the Weapon Skill and Ballistic Skill characteristics of all other models in this Formation.
Knight Commander: If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Imperial Knights. Furthermore, when fighting in a challenge, your Warlord re-rolls failed To Hit rolls.
Source: Codex: Imperial Knights
Baronial Court Formation
Requirements: 3-5 Imperial Knights (of any type)
Restrictions: None.
Special Rules:
Ionic Shieldwall: As long as an Imperial Knight from this Formation is within 6? of one or more other Imperial Knights from this Formation, it adds 1 to any invulnerable saving throw it makes for its ion shield on the front arc.
Knight Commander: If this Detachment is your Primary detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Imperial Knights. Furthermore, when fighting in a challenge, your Warlord re-rolls failed to hit rolls.
Knightly Vassals: The Formation’s Baron (see below) and all Imperial Knights in the Formation within 12? of him have the Counter-attack special rule and can fire Overwatch, even though they are Super-heavy Walkers.
Lord Baron: Before deployment, nominate one model from this Formation to be the Formation’s Baron. This model has the Vehicle (Super-heavy Walker, Character) unit type, and can choose to select from the Heirlooms of the Knightly Houses list at the points cost shown. Furthermore, add 1 to the Weapon Skill and Ballistic Skill characteristics of this model.
Source: Codex: Imperial Knights
Tripartite Lance Formation
Requirements: 1 Knight Warden, 1 Knight Gallant. 1 Knight Crusader
Restrictions: All models in this Formation must be fielded as a single unit, even though this is not normally allowed. When each Knight is destroyed, they count as a separate unit for Victory Points purposes.
Special Rules:
War Triad: Each Knight in this Formation has an effect on the other models in this Formation, as described below. These effects last until the associated model is completely destroyed.
Knight Warden – Withering Fire: Enemy units count their cover save as being one point lower than normal against shooting attacks from models from this Formation.
Knight Gallant – Wrathful Onslaught: All models in this Formation inflict D3 Hammer of Wrath hits instead of 1.
Knight Crusader – Precision Bombardment: Blast weapons fired by models in this Formation gain the Twin-linked special rule.
Source: Codex: Imperial Knights
Gallant Lance Formation
Requirements: 3 Knights Gallants
Restrictions: None.
Special Rules: Crusader, Rage.
Full Tilt: Knights from this Formation can re-roll failed charge distances.
Source: Codex: Imperial Knights
Skyreaper Lance Formation
Requirements: 3 Imperial Knights (of any type)
Restrictions: All units must take the twin Icarus autocannon carapace weapon option.
Special Rules:
Skyreapers: When targeting enemy Flyers, Knights from this Formation re-roll failed armour penetration rolls and can choose to re-roll glancing hits in an attempt to instead get a penetrating hit, but the second result must be kept. Furthermore, when targeting enemy Flying Monstrous Creatures, Knights from this Formation re-roll failed To Wound rolls.
Source: Codex: Imperial Knights
Anvil of the Emperor Formation
Anvil of the Emperor Formation
Restrictions: None.
Special Rules:
Adamantine Hunters: All this Formation’s Imperial Knights must be held in Reserve. After the first game turn, whenever this Formation’s Reaver Titan does not move in the Movement phase, the Imperial Knights from this Formation can arrive automatically from Reserve. Roll a D6: on 1-2, the Knights come in from the table edge to the left of the controlling player’s own table edge, on a 3-4 they come in from the right, on a 5-6, the player can choose left or right.
Murderous Crossfire: When an Imperial Knight from this Formation makes a shooting attack against a target that the Formation’s Titan has already fired upon in the same Shooting phase, the Knight’s ranged weapons have the Ignores Cover and Twin-linked special rules.
Source: Warhammer World Exclusive: Blood Oath
Exalted Court of House Terryn Formation
Conclave Acquisitorius Formation
Conclave Acquisitorius Formation
Requirements: Belisarius Cawl, 1-2 Battle Maniples Formation or 1 War Cohort Formation, 1 Holy Requisitioner Formation, 0-1 Cohort Cybernetica Formation, 0-1 Numinous Conclave Formation, 1-2 Imperial Knights or 1 Baronial Court
Restrictions: None.
Special Rules: Canticles of the Omnissiah.
Armoury of the Archmagos: During army selection, each Character from a Conclave Acquisitorius may upgrade one of their weapons (including one purchased as an upgrade, but not including a relic or equivalent) to have the Master-crafted special rule.
Synchronised Data Network: If the Conclave Acquisitorius contains the maximum number of units, then all units in this Formation gain the Doctrina Imperatives special rule
Source: Gathering Storm Fall of Cadia
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